diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-08-22 17:04:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-09-05 18:37:50 +0300 |
commit | d8aaf25c23fa10ee121dc4fdd1cafe544bcca355 (patch) | |
tree | b5a16157beac22e4b474c699c1ce25f3d8c5be51 /source/blender/draw/engines/eevee/eevee_lightprobes.c | |
parent | ca58936f2ff2b14a649722be20d98f8fa35831ff (diff) |
Eevee: Shadow map refactor
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lightprobes.c | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 8b1309e8537..2d23359a175 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -904,7 +904,7 @@ static void lightbake_render_scene_face(int face, EEVEE_BakeRenderData *user_dat struct GPUFrameBuffer **face_fb = user_data->face_fb; /* Be sure that cascaded shadow maps are updated. */ - EEVEE_draw_shadows(sldata, user_data->vedata, views[face]); + EEVEE_shadows_draw(sldata, user_data->vedata, views[face]); GPU_framebuffer_bind(face_fb[face]); GPU_framebuffer_clear_depth(face_fb[face], 1.0f); @@ -912,11 +912,9 @@ static void lightbake_render_scene_face(int face, EEVEE_BakeRenderData *user_dat DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); DRW_draw_pass(psl->probe_background); - DRW_draw_pass(psl->material_pass); - DRW_draw_pass(psl->material_pass_cull); + EEVEE_materials_draw_opaque(sldata, psl); DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ DRW_draw_pass(psl->sss_pass_cull); - EEVEE_draw_default_passes(psl); DRW_draw_pass(psl->transparent_pass); } @@ -964,7 +962,7 @@ static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *us DRW_stats_group_start("Planar Reflection"); /* Be sure that cascaded shadow maps are updated. */ - EEVEE_draw_shadows(sldata, vedata, stl->g_data->planar_views[layer]); + EEVEE_shadows_draw(sldata, vedata, stl->g_data->planar_views[layer]); GPU_framebuffer_bind(fbl->planarref_fb); GPU_framebuffer_clear_depth(fbl->planarref_fb, 1.0); @@ -987,9 +985,7 @@ static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *us GPU_framebuffer_bind(fbl->planarref_fb); /* Shading pass */ - EEVEE_draw_default_passes(psl); - DRW_draw_pass(psl->material_pass); - DRW_draw_pass(psl->material_pass_cull); + EEVEE_materials_draw_opaque(sldata, psl); DRW_draw_pass(psl->sss_pass); /* Only output standard pass */ DRW_draw_pass(psl->sss_pass_cull); DRW_draw_pass(psl->refract_pass); |